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+/*
+ * Copyright (C) 2004, 2005, 2006, 2007 Nikolas Zimmermann <zimmermann@kde.org>
+ * Copyright (C) 2004, 2005 Rob Buis <buis@kde.org>
+ * Copyright (C) 2005 Eric Seidel <eric@webkit.org>
+ * Copyright (C) 2009 Dirk Schulze <krit@webkit.org>
+ * Copyright (C) 2010 Renata Hodovan <reni@inf.u-szeged.hu>
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public License
+ * along with this library; see the file COPYING.LIB. If not, write to
+ * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ */
+
+#include "config.h"
+
+#if ENABLE(FILTERS)
+#include "FETurbulence.h"
+
+#include "CanvasPixelArray.h"
+#include "Filter.h"
+#include "ImageData.h"
+
+#include <wtf/MathExtras.h>
+
+namespace WebCore {
+
+/*
+ Produces results in the range [1, 2**31 - 2]. Algorithm is:
+ r = (a * r) mod m where a = randAmplitude = 16807 and
+ m = randMaximum = 2**31 - 1 = 2147483647, r = seed.
+ See [Park & Miller], CACM vol. 31 no. 10 p. 1195, Oct. 1988
+ To test: the algorithm should produce the result 1043618065
+ as the 10,000th generated number if the original seed is 1.
+*/
+static const int s_perlinNoise = 4096;
+static const long s_randMaximum = 2147483647; // 2**31 - 1
+static const int s_randAmplitude = 16807; // 7**5; primitive root of m
+static const int s_randQ = 127773; // m / a
+static const int s_randR = 2836; // m % a
+
+FETurbulence::FETurbulence(TurbulanceType type, float baseFrequencyX, float baseFrequencyY, int numOctaves, float seed, bool stitchTiles)
+ : FilterEffect()
+ , m_type(type)
+ , m_baseFrequencyX(baseFrequencyX)
+ , m_baseFrequencyY(baseFrequencyY)
+ , m_numOctaves(numOctaves)
+ , m_seed(seed)
+ , m_stitchTiles(stitchTiles)
+{
+}
+
+PassRefPtr<FETurbulence> FETurbulence::create(TurbulanceType type, float baseFrequencyX, float baseFrequencyY, int numOctaves, float seed, bool stitchTiles)
+{
+ return adoptRef(new FETurbulence(type, baseFrequencyX, baseFrequencyY, numOctaves, seed, stitchTiles));
+}
+
+TurbulanceType FETurbulence::type() const
+{
+ return m_type;
+}
+
+void FETurbulence::setType(TurbulanceType type)
+{
+ m_type = type;
+}
+
+float FETurbulence::baseFrequencyY() const
+{
+ return m_baseFrequencyY;
+}
+
+void FETurbulence::setBaseFrequencyY(float baseFrequencyY)
+{
+ m_baseFrequencyY = baseFrequencyY;
+}
+
+float FETurbulence::baseFrequencyX() const
+{
+ return m_baseFrequencyX;
+}
+
+void FETurbulence::setBaseFrequencyX(float baseFrequencyX)
+{
+ m_baseFrequencyX = baseFrequencyX;
+}
+
+float FETurbulence::seed() const
+{
+ return m_seed;
+}
+
+void FETurbulence::setSeed(float seed)
+{
+ m_seed = seed;
+}
+
+int FETurbulence::numOctaves() const
+{
+ return m_numOctaves;
+}
+
+void FETurbulence::setNumOctaves(bool numOctaves)
+{
+ m_numOctaves = numOctaves;
+}
+
+bool FETurbulence::stitchTiles() const
+{
+ return m_stitchTiles;
+}
+
+void FETurbulence::setStitchTiles(bool stitch)
+{
+ m_stitchTiles = stitch;
+}
+
+// The turbulence calculation code is an adapted version of what appears in the SVG 1.1 specification:
+// http://www.w3.org/TR/SVG11/filters.html#feTurbulence
+
+FETurbulence::PaintingData::PaintingData(long paintingSeed, const IntSize& paintingSize)
+ : seed(paintingSeed)
+ , width(0)
+ , height(0)
+ , wrapX(0)
+ , wrapY(0)
+ , channel(0)
+ , filterSize(paintingSize)
+{
+}
+
+// Compute pseudo random number.
+inline long FETurbulence::PaintingData::random()
+{
+ long result = s_randAmplitude * (seed % s_randQ) - s_randR * (seed / s_randQ);
+ if (result <= 0)
+ result += s_randMaximum;
+ seed = result;
+ return result;
+}
+
+inline float smoothCurve(float t)
+{
+ return t * t * (3 - 2 * t);
+}
+
+inline float linearInterpolation(float t, float a, float b)
+{
+ return a + t * (b - a);
+}
+
+inline void FETurbulence::initPaint(PaintingData& paintingData)
+{
+ float normalizationFactor;
+
+ // The seed value clamp to the range [1, s_randMaximum - 1].
+ if (paintingData.seed <= 0)
+ paintingData.seed = -(paintingData.seed % (s_randMaximum - 1)) + 1;
+ if (paintingData.seed > s_randMaximum - 1)
+ paintingData.seed = s_randMaximum - 1;
+
+ float* gradient;
+ for (int channel = 0; channel < 4; ++channel) {
+ for (int i = 0; i < s_blockSize; ++i) {
+ paintingData.latticeSelector[i] = i;
+ gradient = paintingData.gradient[channel][i];
+ gradient[0] = static_cast<float>((paintingData.random() % (2 * s_blockSize)) - s_blockSize) / s_blockSize;
+ gradient[1] = static_cast<float>((paintingData.random() % (2 * s_blockSize)) - s_blockSize) / s_blockSize;
+ normalizationFactor = sqrtf(gradient[0] * gradient[0] + gradient[1] * gradient[1]);
+ gradient[0] /= normalizationFactor;
+ gradient[1] /= normalizationFactor;
+ }
+ }
+ for (int i = s_blockSize - 1; i > 0; --i) {
+ int k = paintingData.latticeSelector[i];
+ int j = paintingData.random() % s_blockSize;
+ ASSERT(j >= 0);
+ ASSERT(j < 2 * s_blockSize + 2);
+ paintingData.latticeSelector[i] = paintingData.latticeSelector[j];
+ paintingData.latticeSelector[j] = k;
+ }
+ for (int i = 0; i < s_blockSize + 2; ++i) {
+ paintingData.latticeSelector[s_blockSize + i] = paintingData.latticeSelector[i];
+ for (int channel = 0; channel < 4; ++channel) {
+ paintingData.gradient[channel][s_blockSize + i][0] = paintingData.gradient[channel][i][0];
+ paintingData.gradient[channel][s_blockSize + i][1] = paintingData.gradient[channel][i][1];
+ }
+ }
+}
+
+inline void checkNoise(int& noiseValue, int limitValue, int newValue)
+{
+ if (noiseValue >= limitValue)
+ noiseValue -= newValue;
+ if (noiseValue >= limitValue - 1)
+ noiseValue -= newValue - 1;
+}
+
+float FETurbulence::noise2D(PaintingData& paintingData, const FloatPoint& noiseVector)
+{
+ struct Noise {
+ int noisePositionIntegerValue;
+ float noisePositionFractionValue;
+
+ Noise(float component)
+ {
+ float position = component + s_perlinNoise;
+ noisePositionIntegerValue = static_cast<int>(position);
+ noisePositionFractionValue = position - noisePositionIntegerValue;
+ }
+ };
+
+ Noise noiseX(noiseVector.x());
+ Noise noiseY(noiseVector.y());
+ float* q;
+ float sx, sy, a, b, u, v;
+
+ // If stitching, adjust lattice points accordingly.
+ if (m_stitchTiles) {
+ checkNoise(noiseX.noisePositionIntegerValue, paintingData.wrapX, paintingData.width);
+ checkNoise(noiseY.noisePositionIntegerValue, paintingData.wrapY, paintingData.height);
+ }
+
+ noiseX.noisePositionIntegerValue &= s_blockMask;
+ noiseY.noisePositionIntegerValue &= s_blockMask;
+ int latticeIndex = paintingData.latticeSelector[noiseX.noisePositionIntegerValue];
+ int nextLatticeIndex = paintingData.latticeSelector[(noiseX.noisePositionIntegerValue + 1) & s_blockMask];
+
+ sx = smoothCurve(noiseX.noisePositionFractionValue);
+ sy = smoothCurve(noiseY.noisePositionFractionValue);
+
+ // This is taken 1:1 from SVG spec: http://www.w3.org/TR/SVG11/filters.html#feTurbulenceElement.
+ int temp = paintingData.latticeSelector[latticeIndex + noiseY.noisePositionIntegerValue];
+ q = paintingData.gradient[paintingData.channel][temp];
+ u = noiseX.noisePositionFractionValue * q[0] + noiseY.noisePositionFractionValue * q[1];
+ temp = paintingData.latticeSelector[nextLatticeIndex + noiseY.noisePositionIntegerValue];
+ q = paintingData.gradient[paintingData.channel][temp];
+ v = (noiseX.noisePositionFractionValue - 1) * q[0] + noiseY.noisePositionFractionValue * q[1];
+ a = linearInterpolation(sx, u, v);
+ temp = paintingData.latticeSelector[latticeIndex + noiseY.noisePositionIntegerValue + 1];
+ q = paintingData.gradient[paintingData.channel][temp];
+ u = noiseX.noisePositionFractionValue * q[0] + (noiseY.noisePositionFractionValue - 1) * q[1];
+ temp = paintingData.latticeSelector[nextLatticeIndex + noiseY.noisePositionIntegerValue + 1];
+ q = paintingData.gradient[paintingData.channel][temp];
+ v = (noiseX.noisePositionFractionValue - 1) * q[0] + (noiseY.noisePositionFractionValue - 1) * q[1];
+ b = linearInterpolation(sx, u, v);
+ return linearInterpolation(sy, a, b);
+}
+
+unsigned char FETurbulence::calculateTurbulenceValueForPoint(PaintingData& paintingData, const FloatPoint& point)
+{
+ float tileWidth = paintingData.filterSize.width();
+ ASSERT(tileWidth > 0);
+ float tileHeight = paintingData.filterSize.height();
+ ASSERT(tileHeight > 0);
+ // Adjust the base frequencies if necessary for stitching.
+ if (m_stitchTiles) {
+ // When stitching tiled turbulence, the frequencies must be adjusted
+ // so that the tile borders will be continuous.
+ if (m_baseFrequencyX) {
+ float lowFrequency = floorf(tileWidth * m_baseFrequencyX) / tileWidth;
+ float highFrequency = ceilf(tileWidth * m_baseFrequencyX) / tileWidth;
+ // BaseFrequency should be non-negative according to the standard.
+ if (m_baseFrequencyX / lowFrequency < highFrequency / m_baseFrequencyX)
+ m_baseFrequencyX = lowFrequency;
+ else
+ m_baseFrequencyX = highFrequency;
+ }
+ if (m_baseFrequencyY) {
+ float lowFrequency = floorf(tileHeight * m_baseFrequencyY) / tileHeight;
+ float highFrequency = ceilf(tileHeight * m_baseFrequencyY) / tileHeight;
+ if (m_baseFrequencyY / lowFrequency < highFrequency / m_baseFrequencyY)
+ m_baseFrequencyY = lowFrequency;
+ else
+ m_baseFrequencyY = highFrequency;
+ }
+ // Set up TurbulenceInitial stitch values.
+ paintingData.width = roundf(tileWidth * m_baseFrequencyX);
+ paintingData.wrapX = s_perlinNoise + paintingData.width;
+ paintingData.height = roundf(tileHeight * m_baseFrequencyY);
+ paintingData.wrapY = s_perlinNoise + paintingData.height;
+ }
+ float turbulenceFunctionResult = 0;
+ FloatPoint noiseVector(point.x() * m_baseFrequencyX, point.y() * m_baseFrequencyY);
+ float ratio = 1;
+ for (int octave = 0; octave < m_numOctaves; ++octave) {
+ if (m_type == FETURBULENCE_TYPE_FRACTALNOISE)
+ turbulenceFunctionResult += noise2D(paintingData, noiseVector) / ratio;
+ else
+ turbulenceFunctionResult += fabsf(noise2D(paintingData, noiseVector)) / ratio;
+ noiseVector.setX(noiseVector.x() * 2);
+ noiseVector.setY(noiseVector.y() * 2);
+ ratio *= 2;
+ if (m_stitchTiles) {
+ // Update stitch values. Subtracting s_perlinNoiseoise before the multiplication and
+ // adding it afterward simplifies to subtracting it once.
+ paintingData.width *= 2;
+ paintingData.wrapX = 2 * paintingData.wrapX - s_perlinNoise;
+ paintingData.height *= 2;
+ paintingData.wrapY = 2 * paintingData.wrapY - s_perlinNoise;
+ }
+ }
+
+ // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult * 255) + 255) / 2 by fractalNoise
+ // and (turbulenceFunctionResult * 255) by turbulence.
+ if (m_type == FETURBULENCE_TYPE_FRACTALNOISE)
+ turbulenceFunctionResult = turbulenceFunctionResult * 0.5f + 0.5f;
+ // Clamp result
+ turbulenceFunctionResult = std::max(std::min(turbulenceFunctionResult, 1.f), 0.f);
+ return static_cast<unsigned char>(turbulenceFunctionResult * 255);
+}
+
+void FETurbulence::apply(Filter* filter)
+{
+ if (!effectContext())
+ return;
+
+ IntRect imageRect(IntPoint(), resultImage()->size());
+ if (!imageRect.size().width() || !imageRect.size().height())
+ return;
+
+ RefPtr<ImageData> imageData = ImageData::create(imageRect.width(), imageRect.height());
+ PaintingData paintingData(m_seed, imageRect.size());
+ initPaint(paintingData);
+
+ FloatRect filterRegion = filter->filterRegion();
+ FloatPoint point;
+ point.setY(filterRegion.y());
+ int indexOfPixelChannel = 0;
+ for (int y = 0; y < imageRect.height(); ++y) {
+ point.setY(point.y() + 1);
+ point.setX(filterRegion.x());
+ for (int x = 0; x < imageRect.width(); ++x) {
+ point.setX(point.x() + 1);
+ for (paintingData.channel = 0; paintingData.channel < 4; ++paintingData.channel, ++indexOfPixelChannel)
+ imageData->data()->set(indexOfPixelChannel, calculateTurbulenceValueForPoint(paintingData, point));
+ }
+ }
+ resultImage()->putUnmultipliedImageData(imageData.get(), imageRect, IntPoint());
+}
+
+void FETurbulence::dump()
+{
+}
+
+static TextStream& operator<<(TextStream& ts, const TurbulanceType& type)
+{
+ switch (type) {
+ case FETURBULENCE_TYPE_UNKNOWN:
+ ts << "UNKNOWN";
+ break;
+ case FETURBULENCE_TYPE_TURBULENCE:
+ ts << "TURBULANCE";
+ break;
+ case FETURBULENCE_TYPE_FRACTALNOISE:
+ ts << "NOISE";
+ break;
+ }
+ return ts;
+}
+
+TextStream& FETurbulence::externalRepresentation(TextStream& ts, int indent) const
+{
+ writeIndent(ts, indent);
+ ts << "[feTurbulence";
+ FilterEffect::externalRepresentation(ts);
+ ts << " type=\"" << type() << "\" "
+ << "baseFrequency=\"" << baseFrequencyX() << ", " << baseFrequencyY() << "\" "
+ << "seed=\"" << seed() << "\" "
+ << "numOctaves=\"" << numOctaves() << "\" "
+ << "stitchTiles=\"" << stitchTiles() << "\"]\n";
+ return ts;
+}
+
+} // namespace WebCore
+
+#endif // ENABLE(FILTERS)